GADGET_ID_MAGIC_BALL_CONTENT_7,
GADGET_ID_ANDROID_CONTENT,
GADGET_ID_AMOEBA_CONTENT,
+ GADGET_ID_BD_SNAP_ELEMENT,
GADGET_ID_BD_AMOEBA_CONTENT_TOO_BIG,
GADGET_ID_BD_AMOEBA_CONTENT_ENCLOSED,
GADGET_ID_BD_AMOEBA_2_CONTENT_TOO_BIG,
ED_DRAWING_ID_MAGIC_BALL_CONTENT_7,
ED_DRAWING_ID_ANDROID_CONTENT,
ED_DRAWING_ID_AMOEBA_CONTENT,
+ ED_DRAWING_ID_BD_SNAP_ELEMENT,
ED_DRAWING_ID_BD_AMOEBA_CONTENT_TOO_BIG,
ED_DRAWING_ID_BD_AMOEBA_CONTENT_ENCLOSED,
ED_DRAWING_ID_BD_AMOEBA_2_CONTENT_TOO_BIG,
"content:", NULL, NULL, NULL, "amoeba content"
},
- // ---------- BD amoeba content ------------------------------------------------
+ // ---------- BD snap element -----------------------------------------------
+
+ {
+ ED_DRAWING_ID_BD_SNAP_ELEMENT,
+ ED_AREA_1X1_SETTINGS_XPOS(0), ED_AREA_1X1_SETTINGS_YPOS(5),
+ ED_AREA_1X1_SETTINGS_XOFF, ED_AREA_1X1_SETTINGS_YOFF,
+ GADGET_ID_BD_SNAP_ELEMENT, GADGET_ID_NONE,
+ &level.bd_snap_element, 1, 1,
+ "snap element:", NULL, NULL, NULL, "element created when snapping"
+ },
+
+ // ---------- BD amoeba content ---------------------------------------------
{
ED_DRAWING_ID_BD_AMOEBA_CONTENT_TOO_BIG,
"if enclosed, changes to:", NULL, NULL, NULL, "BD amoeba content if enclosed"
},
- // ---------- BD amoeba 2 content ------------------------------------------------
+ // ---------- BD amoeba 2 content -------------------------------------------
{
ED_DRAWING_ID_BD_AMOEBA_2_CONTENT_TOO_BIG,
// draw counter gadgets
MapCounterButtons(ED_COUNTER_ID_BD_PUSHING_PROB);
MapCounterButtons(ED_COUNTER_ID_BD_PUSHING_PROB_WITH_SWEET);
+
+ // draw drawing area gadgets
+ MapDrawingArea(ED_DRAWING_ID_BD_SNAP_ELEMENT);
}
if (properties_element == EL_BD_ROCK && level.game_engine_type == GAME_ENGINE_TYPE_BD)
TYPE_BOOLEAN, CONF_VALUE_8_BIT(5),
&li.bd_push_mega_rock_with_sweet, FALSE
},
+ {
+ EL_BD_PLAYER, -1,
+ TYPE_INTEGER, CONF_VALUE_8_BIT(6),
+ &li.bd_snap_element, EL_EMPTY
+ },
{
EL_BD_DIAMOND, -1,
cave->pushing_stone_prob = level->bd_pushing_prob * 10000;
cave->pushing_stone_prob_sweet = level->bd_pushing_prob_with_sweet * 10000;
cave->mega_stones_pushable_with_sweet = level->bd_push_mega_rock_with_sweet;
+ cave->snap_element = map_element_RND_to_BD(level->bd_snap_element);
// element properties
cave->level_bonus_time[0] = level->bd_clock_extra_time;
level->bd_pushing_prob = cave->pushing_stone_prob / 10000;
level->bd_pushing_prob_with_sweet = cave->pushing_stone_prob_sweet / 10000;
level->bd_push_mega_rock_with_sweet = cave->mega_stones_pushable_with_sweet;
+ level->bd_snap_element = map_element_BD_to_RND(cave->snap_element);
// element properties
level->bd_clock_extra_time = cave->level_bonus_time[0];